Computer system for the timed firing of pyrotechnic devices that uses a closed or open ethernet network.

ABSTRACT

Some of the most advanced fireworks displays incorporate music, video, lights, and other special effects. For the seamless operation of these displays, the presence of computerized firing systems on the market can be greatly appreciated. In addition to entertainment value, the abilities of initiating a fireworks display from a distance and being able to stop a display at any time has made shooting fireworks displays safer than ever. However, because of the expense of this hardware, these elaborate displays can be far out of reach for anyone who has a lower budget. The idea outlined in this patent will help solve that issue by suggesting an asynchronous computerized firing system. This system can be initiated using a personal computer without any proprietary hardware with the exception of low cost modules.

DEFINITIONS FOR TERMS USED

Pyrotechnic Devices: Devices used in the commercial fireworks industry such as aerial shells, mines, comets, fountains, gerbs, etc.

Pyro-Musical: A pyrotechnic display that uses pyrotechnic devices synchronized to music.

Personal Computer: A computer readily available such as a laptop, desktop, tablet, or any other form of disk operated system.

E-match: The electrical triggering device used to trigger pyrotechnic devices.

Firing Computer: The computer used as the direct controller for the firing of pyrotechnic devices. *The terms firing computer, computer, system, and controller are all used interchangeably.

Network: A number of digital devices that interconnected using a data transfer protocol native to personal computers.

Module: A slave device that converts the firing code to electrical signals that trigger pyrotechnic devices.

Firing Code: The digital code that is used by the firing computer to trigger pyrotechnic devices attached to the modules.

Show Script: A digital file containing the timing of triggers used in a display.

Operator: The individual in charge of the end use of the system in design, testing, and firing phases. *The terms operator, user, and designer are all used interchangeably.

Crew: The individuals that assist the operator in any phase of the use of the system.

DESCRIPTION FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER LISTING APPENDIX

Not applicable.

FIELD OF THE INVENTION

The present invention relates generally to pyrotechnic control systems in fireworks displays and special effects.

BACKGROUND OF THE INVENTION

In the commercial pyrotechnics industry, the most elaborate displays will involve synchronization to outside effects such as music, video, lighting, lasers, etc. These shows require accurate timing of events so that the effects used in the show will happen at exactly the right time, which is pre-determined by the designer and executed by the firing system. In this sense, the industry was revolutionized by the advent of digital computers than can control pyrotechnic events and other effects with split-second precision.

Current digital firing systems use micro-processor controlled modules that are loaded, before show time, with a timing of when to fire individual pyrotechnic devices. Once all of the modules in the system are loaded with their individual timings, the firing computer will synchronize all of the modules using a shared timing method known as time code. Because of the nature of these types of systems, they require proprietary hardware that will have constant contact with each individual module to keep up the synchronization using this time code. The advantage to this is that all firing commands are kept within the modules themselves. These systems were designed to eliminate the delay of transmitting a firing command from the firing computer to the individual modules.

Because of the proprietary hardware that the current synchronous systems require, they can be quite costly. Synchronous firing computers can range anywhere in cost from multiple thousands to over ten thousand dollars apiece. Micro-processor controlled modules can cost as much, and sometimes more than a thousand dollars apiece. Given that a typical show would require one computer (two for redundancy on higher value shows) and around twenty modules, a show could require between thirty and forty thousand in firing hardware.

The initial purpose of the invention described in this patent is to find a way to significantly lower these equipment costs. Lower costs would ultimately making pyro-musical displays more affordable and more readily available to companies with lower equipment budgets and clients with lower display budgets.

The solution to this problem is an asynchronous system built around a Transmission Control Protocol (TCP) Network created directly between a module and a personal computer. With the advances made in computer network technology in recent history, network speed has increased from 11 Mbps (Mega-bits per second) to 600 Mbps, for wireless networks and from 10 Mbps to 100 Gbps (Giga-bits per second), for wired networks. Because of these advances, transmission delays over these types of networks have become imperceptible at close ranges with these delays being as low as a few milliseconds.

In addition to these advances in transmission speeds, computer networking hardware is very readily available and thus very cost-effective. By building a firing system around this networking hardware, cost is reduced on all components. No proprietary firing computer is required. A personal computer is all that is needed to operate the system. Modules themselves are low cost due to the hardware required to construct them. Even cables are much lower cost because of a low number of conductors and a small gauge wire only needed to send and receive digital signals and firing impulses.

SUMMARY OF THE INVENTION

The invention proposed is for a method and system used to trigger a pyrotechnic display. The system uses an asynchronous transfer protocol known as Transmission Control Protocol (TCP) that is common to personal computers and personal computer networks. TCP requires a constant open connection between a server and a client, so that the firing computer can send firing commands during show time because individual modules do not have an internal clock or a pre-loaded firing script. This connection can be established and closed in fractions of a second.

The system proposed will be an all inclusive system that will be capable of aiding the user in the design and execution of a commercial pyrotechnics display. The computer program that runs the system will allow the user to set timing for the triggering of pyrotechnic devices. This timing can be done in conjunction with music, video, or other outside events. After the user finishes determining the timing for a display, the computer program will organize the pyrotechnic devices used in the display into groups and inform the user how the pyrotechnic devices used can be attached to the system.

The firing computer running the program, along with all required modules for a given display can then be taken into the field and networked with either Cat 5 network cables or a wireless network connection.

Upon completion of networking the modules and attaching all given pyrotechnic devices, from the firing computer, the program can then run a test on the system that will cross-check the list of pyrotechnic devices programmed into the firing computer with the attached modules and inform the user of differences between the two. After testing is completed, the user will be able to make the decision to arm the devices or keep them in safe mode. Arming and disarming of the device can be done soft, using the network program, or hard using a turn-key switch. However, both need to be armed before the show can be triggered.

Once arming of the system has taken place, the user will have push-button control to initiate the triggering of the pyrotechnic devices programmed into the firing computer.

The firing computer will then start transmitting digital code across the network in which the system will then begin the triggering of attached pyrotechnic devices in accordance with the timing laid out by the user.

After the firing computer has completed the triggering of all devices programmed in the firing computer, the computer will automatically switch the system back into safe mode so any un-triggered devices will not receive triggering commands and thus be safe to dismantle.

Due to the nature of the network transfer protocol, the entire process of triggering the devices can be performed or monitored from a remote location using a secure web-server. The very significant advantage of this is that outside events can be controlled from any distance, given an adequate internet connection. A display that requires remote speakers to broadcast music to an audience can do so via the internet. A display that has multiple firing locations that would be impractical to connect by wire can be linked on a closed network and fired wirelessly either from a single firing computer or a remote location, such as with the audience.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

In this description of a preferred embodiment, a full walkthrough of an example display from start to finish will be explained in detail. To help further the understanding of this embodiment, figures have been attached that will act as a visual aide of this embodiment. This particular example of an embodiment involves a pyrotechnics display that is synchronized with music.

The display designer will begin the process of creating a display by running the program and starting a new project. The designer will then implement the audio track into the designing program. The designer, at this point will be able to listen to the audio track and add triggers to the program thus creating a link between the audio track and the triggering of a pyrotechnic device. Each of the individual triggers will contain information such as device size, number of devices fired in the trigger using series or parallel connections, etc. Throughout the entire process of designing, the designer will be able to review the audio track while the computer will notify the designer when a device will be triggered during the procession of the audio track. At any time in the designing process the designer can save the show script to a file where it can be closed and re-opened at a later time.

Once the designing process is complete the designer will then compile the show in which the designing program will organize the devices in a manner that will allow for ease of deployment. These devices will be grouped based on their size and type. All devices of the same size will be organized to attach to the same module so the proximity of the device and the module is very small. Once this organization is complete, the program will assign a module and cue number to each individual trigger. In FIG. E1-1, a layout of the example display is shown. The device noted in the diagram is a 5″ aerial shell. After compiling and organizing the show, the designing program will generate a fire script in which this shell will be assigned to Cue 5 of Module 7. This device, according to the design of the display, would be designed to burst in conjunction with second 34 of minute 2 in the audio track. The designing program will allow the user to time this effect precisely. When the system is switched into fire mode, the computer will automatically account for the lag time between the initial trigger of the device and the mid-air burst that is timed with the music. After accounting for this lag, the firing computer will know to trigger the device attached to Cue 5 of Module 7 at exactly second 29 of minute 2 in the audio track, so the effect will burst at the programmed time of second 34 of minute 2 in the audio track. FIG. E1-2 shows a detailed version of the connection between Module 7 and the attached device.

After the script is generated, a loading report will also be generated which will have every device organized by size, effect, and quantity. The example display would show 8, 10″ Aerial Shells of assorted effects; 12, 8″ Aerial Shells of assorted effects; 25, 6″ Aerial Shells of assorted effects; 30, 5″ Aerial Shells of assorted effects; 30, 4″ Aerial Shells of assorted effects; 128, 3″ Aerial Shells of assorted effects; 30, 2.5″ Shells with 20 comets and 10 mines; 30, 5-second close proximity fountain gerbs. With this report the designer can determine the number of mortar tubes that will be required to execute this show.

The program will also generate an equipment report which will detail the number of modules required, the options for power source, etc.

With these reports, the crew that will aide in the setup of the display will be able to read the loading report and script to easily determine which devices are connected to which cues. This process is known as addressing. The crew can then begin loading the mortar tubes with each device and attaching the devices to the modules used in the display using electric matches. The modules can then be wired together used in any variation that can be determined by the designer or crew. Given that each module works with a unique address, it is negligible how the modules are connected to the system just as long as they are connected.

As part of the connection phase, all of the modules will be interconnected through a system of cables, and splitters that will lead to one ethernet cable that will connect to the firing computer's ethernet network port. Most personal computers released since 2005 will have this port. The firing computer will then initialize a network that interconnects all 10 wired modules and connects wirelessly to module 11. In the example, module 11 is wireless given the proximity of this module to the nearest wired connection point. Once all of the modules are interconnected, the firing computer will be able to proceed with the system test.

The system will still be in safe mode while the test is performed so no device will be triggered in the testing phase. During this test, the system will check each individual cue that is present in the script and ensure that a device is connected to that cue. To use the example above, when the computer tests Cue 5 of Module 7, it will send a small signal current through the electric match that will test for a continuous circuit but will not be powerful enough to trigger the electric match. Once the test is done, the computer will notify the operator if any cues appear in the script that did not pass the continuity test. In the event that an entire module is not present or is malfunctioning, the computer will also notify the operator that it is not receiving a response from the entire module. The crew will then disable the system for safety reasons, and go out and inspect any problem cues or modules.

When the test can be performed without any problem notifications, the system can now freely go into fire mode on the operators command. If a 100% positive test scenario is not achieved, the operator can still decide to put the system into fire mode. To prevent damage to the system or potential danger to the crew, any cue or module that does not test satisfactorily will be taken out of the fire script automatically by the firing computer.

At this point in time in the process, the firing computer, given an adequate internet connection, can send a notification to any predetermined individual or group of individuals that such as a manager, sponsor, security personnel, etc. that the display has finished the test phase and is currently awaiting the command to go into fire mode. This notification can be tailored to the individual receiving it. An example would be the security crew will get a notification to quarantine the area so no civilians are allowed within the firing perimeter. Another example would be a manager not present on site would be notified of the results of the test, if there are any disabled cues due to an unsatisfactory test or if the system tested 100% connection.

In a typical display setup, this will occur sometime still in the daylight hours. This means the system itself should not be switch into fire mode until the display is about to be triggered. If the system is switch into fire mode, a notification can go out to any predetermined individual or group of individuals that the system is now in fire mode and the display will commence when the operator gives the fire command.

Upon switching the system into fire mode, the operator or members of the crew will arm the power sources present in the system and wireless modules to prime the system with firing current. Once the fire command is given by the operator, the firing computer will then initiate all events in the script created by the designer, in their pre-determined triggering sequence. This example script will start broadcasting its audio track and begin sending fire code to trigger each device at its pre-determined time. In the example of the 5″ aerial shell attached to Cue 5 of Module 7, at exactly second 29 of minute 2 in the audio track, the computer will trigger the match at Cue 5 of Module 7, igniting the shell in accordance with the script.

For the time period that the display is being triggered, the operator will have to constantly depress a switch that will allow fire codes to be sent. This switch is commonly referred to as a “deadman.” Should, at any point in time of firing the display, the operator notice a safety threat or wish to stop firing for any reason by releasing the deadman, the system will automatically go into safe mode in which the firing computer will stop sending fire codes. The script, will however keep running to prevent the holdup of any other events that may be occurring for the benefit of the audience. Once the deadman is depressed again, triggering of devices will commence from the current point in the running script.

At the completion of the script, the system will automatically switch to safe mode and prevent further firing codes from being transmitted. Once the system is in safe mode, it will generate a report in which it will notify the operator of any devices that were not triggered due to either a failed test, or the deadman being released. This will allow the crew to begin disconnecting any devices from the system that never received a fire code. At this point in time, the system can notify a predetermined individual or group of individuals that the display is now disarmed. The system can also notify a manager of any devices that did not receive a fire code. This will be helpful in accounting for unfired devices and thereby reduce security risks.

At this point in time the crew can disarm all power sources and begin the safe cleanup of the display site.

In this next description of a preferred embodiment, it will be described how the proposed system can be used in an electrically fired display, that is to say a display that does not use a digital script for the triggering of attached pyrotechnic devices.

An electrically fired display is different than a computer fired display in that an electrically fired display uses the simple closing of electrical circuits to trigger pyrotechnic devices. The proposed system will also have a manual firing mode which emulates an electrical firing system. A display designer can pick any number of effects to attach to the system in the same manner as shown in the previous embodiment.

Upon completion of attaching all desired devices, the operator can then perform a system test. The system will still be in safe mode when the test is performed so no firing code will be sent to any of the attached pyrotechnic devices. Once the system test is complete, it will give the operator a list of modules and cues that have devices attached to them. At this point in time, the operator will have the option to proceed or re-test, in the event that the operator will want to attach additional devices or remove attached ones.

When the operator proceeds after the system test, the system will give the operator all of the modules and cues in a visual layout. The operator can then arm and fire the system from this point. When the system is armed, the operator selects a device to trigger from this visual layout. When the operator selects a device, the system will transmit fire code to that device, triggering it. Upon triggering a device, the device will be noted in the visual layout has having been fired and cannot be selected again by the operator.

Another option for triggering attached devices would be a timed trigger. The operator can select devices to be triggered at constant intervals and then begin a timer that will begin transmitting fire codes to devices starting with cue 1 of module 1 and proceeding in numerical order through cues advancing to the next module when all cues on the current module have been triggered. While using a timed trigger, the operator will have to continue depressing a deadman while the system is firing. At any time during firing if the deadman switch is lifted, the system will switch into safe mode and fire codes will stop being transmitted.

Another option given to the operator is the sequential firing of shells based on groups. A graphic user interface will give a panel of firing buttons for each size of shell used in the show. Using the example in FIG. E-1, the operator will have a button for 10″, 8″, 6″, 5″, 4″, 3″, and 2.5″ shells, as well as comets, mines and gerbs. At this point, the operator can select any button to fire a shell from that group. At the start of the show the operator may choose to begin by firing a 3″ shell. The computer will fire the first available 3″ shell which corresponds to Cue 1 on Module 2. Later in the show, the operator will choose to fire another 3″ shell and the computer will fire the next available 3″ shell at Cue 2 on Module 2. As the operator fires shells of each size, the computer tracks which shells have been fired and which are remaining. When a size group is exhausted, the computer will inform the operator of no more shells existing of that size by discoloring that button and disabling it so it can no longer be selected.

In the sequential firing option based on groups, the operator will be given the option to determine groups before show time. For example, if the operator wishes to have a certain type of shell, such as salutes, be assigned to its own fire button, the operator can inform the computer of which cues hold salutes and the computer will assign those cues to their own firing button. Each firing button will be equipped with an accompanying “Arm” radio button. This radio button will help prevent the accidental, premature firing of cues that are desired at the end of the show. Examples for this would be large aerial shells and finale strings. Given the example show in FIG. E-1, with the addition of several finale strings; the operator can choose to arm the buttons for 6″, 5″, 4″, 3″, and 2.5″ shells, comets, mines and gerbs. As the show progresses, should the operator accidentally click a fire command button for 10″ or 8″ shells or any finale strings no fire codes will be transmitted to any of these assigned cues so long as those buttons remain disarmed. Towards the end of the show, the operator can then arm these cues by clicking the accompanying radio button. After arming these cues, the devices attached to them can be fired freely.

At any point in time, the operator will be allowed to disarm the system and prevent any more fire codes from being transmitted. Upon disarming the system, the operator will be notified of any devices that have not been triggered so the operator can begin safe dismantling of the display site.

While the embodiments listed give examples of two possible embodiments, the proposed system can appear in many other embodiments in many variations. The embodiments listed above are not intended to limit the proposed system to the descriptions described. Given no exact forms of design, dimension, materials, appearances, capabilities, etc, the proposed system is intended to cover all modifications, alternatives, and expansions that fall within the above claims.

APPENDIX Brief Description of the Drawings

FIG. 1: is a general layout of the entire system and how it is thought to be inter-connected. While this does not illustrate the full capability of the system, it does illustrate the different variations in the each component can be inter-connected.

FIG. 2: is a visual layout of how the system will deliver the power sufficient for triggering pyrotechnic devices attached to the system. The power input into the system can be supplied from an internal battery pack or from an external power source such as an AC adapter or external battery pack.

FIG. 3: gives a simplified drawing of how the module interacts between the computer and the e-matches that control the pyrotechnic devices. It must be noted that this drawing is not a comprehensive drawing and only gives a basic illustration to how the module could be laid out.

FIG. 4: illustrates a module with a wireless attachment so the module can communicate with the network of modules in a wireless manner. This drawing only illustrates how the wireless module is attached to the ethernet module and how the system is powered. The outputs of the ethernet module can be seen in FIG. 3.

FIG. 5: illustrates the basic layout of an ethernet switch that will, in effect, allow the splitting of the communication cable so multiple devices can be connected to the single cable that will be connected to the firing computer. This drawing only illustrates a basic layout and is not a comprehensive drawing that describes the fully capability of this device.

FIG. 6: is a flow chart that describes how the computer interacts with the modules and pyrotechnic devices attached to them in test mode. It illustrates how the computer will handle a situation that could arise in testing mode and what user inputs are required in this process.

FIG. 7: is a flow chart that describes how the computer interacts with the modules and pyrotechnic devices attached to them in fire mode. This illustration describes the required interaction between the user and the computer throughout the digital firing process as well as how the computer triggers the attached pyrotechnic devices.

FIG. 8: is a flow chart that describes how the computer interacts with the modules and pyrotechnic devices attached to them in manual mode. Manual mode requires the user to trigger each connected device individually. This illustration describes the required interaction between the user and the computer throughout the manual firing process as well as how the computer triggers the attached pyrotechnic devices in manual mode.

FIG. E1-1: is a basic illustration of an example display used in the description of a preferred embodiment. It demonstrates how the physical fireworks will be laid out. Furthermore, it gives an example of a possible layout for modules and how they will connect to the firing computer. (Note: module to device wiring is representative ONLY and is not complete for clarity purposes. Module to module and all system wiring is an exact recreation of a possible wiring layout for the system itself. Module 11 is wirelessly communicating with the system.)

FIG. E1-2: is a simplified drawing of how a pyrotechnic device will wire into a module. The device is lit by a quickmatch leader, which is a fast burning, black powder fuse. An electric match is attached to this quickmatch leader using either a plastic coupler or by sliding the electric match inside the paper shroud that covers the quickmatch leader. This electric match is then wired to a terminal on one of the modules which will provide the firing current, triggering the device at the appropriate time. 

What is claimed is:
 1. The proposed system will control pyrotechnic events using a digital transfer method utilized by personal computers. 1a. The system proposed in claim 1 will utilize a personal computer as the main firing computer to control pyrotechnic events. 1b. The system proposed in claim 1 will control pyrotechnic events using an ad hoc, user-configurable digital network. 1c. The system proposed in claim 1 will utilize a network based on a Transmission Control Protocol connection. 1d. The system proposed in claim 1 will have a constant open connection between the firing computer and the modules. 1e. The system proposed in claim 1 will utilize cost effective cabling for the establishment and maintenance of the created digital network. 1f. The system proposed in claim 1 will be capable of internet connectivity. 1g. The system proposed in claim 1 will be capable of cell network connectivity. 1h. The system proposed in claim 1, utilizing the digitally created network, will be capable of being inter-linked with other special effects systems to control other timed effects (lighting, video, etc.)
 2. The proposed system will utilize personal computer networking hardware to establish, maintain, and close this connection. 2a. The networking hardware noted in claim 2 will allow modules to be of low cost. 2b. The networking hardware noted in claim 2 will allow modules to be readily available and easy to construct. 2c. The network hardware noted in claim 2 will have hardwired programming so no modification of the module is required by the end user. 2d. The network hardware noted in claim 2 will have the ability to utilize wireless connectivity for the establishment and maintenance of the created digital network. 2e. The network hardware noted in claim 2 will allow individual modules to contain the capability of wireless connectivity. 2f. The network hardware noted in claim 2 will allow the proposed system to be capable of wireless connectivity between the firing computer and interconnected modules with the use of a centralized hub. 2g. The network hardware noted in claim 2, in addition to claims 2e and 2f will allow the proposed system the capability of using any combination of means of wired and/or wireless connectivity.
 3. The proposed system will utilize a program, run off the firing computer, to design, maintain, and execute the triggering of pyrotechnic devices. 3a. The program proposed in claim 3 will be responsible for the communication between the firing computer and attached modules. 3b. The program proposed in claim 3 will be responsible for keeping timing by which to trigger pyrotechnic devices. 3c. The program proposed in claim 3 will be responsible for transmitting firing commands to cause the triggering of pyrotechnic devices. 